Serious question.
Monks are strong. All of them. Even the weakest of the bunch (Nunchaku) is better than most classes.
There is no denying that. Monks are the only class that retains the complexity of pre-OH combat Lusternia in the post-OH world with its high skill floor (just try AB KATA FORMS for size) and an even higher skill ceiling. However, that doesn't mean there's no counterplay to them.
But is that in itself the problem?
As high as the skill floor to PLAY monk is, the skill floor to play AGAINST them is higher. And this skill floor gets higher and higher depending on the monk's skill level. I have no problem playing against other monks and can even ignore them at times because I know how to reactively stance against them. In my observations and logs, everyone else just STANCES LEGS or VITALS ONCE and calls it a day.
It's complicated, but that's why I think it's fun.
But I can also see why that is a point of frustration for others. It's something I'm seeing as I find myself explaining the proper counterplay to monks, something second nature to me since it's my class, and realizing how objectively complicated it is as I write it out.
You literally have to know how to play monk in order to fight one.So are monks too complicated?
- Do we simplify them further? (This might require a redesign?)
- Do we raise other classes to match their complexity? (Even bigger undertaking?)
- Or should we just delete them?
I've spent a considerable amount of time, work, and effort into learning monk and how to make it work at its best. They are STRONG. But they're not UNCOUNTERABLE. It's just complicated.
But even as a monk, I'm fine to delete them if everyone just agrees that they're too complicated and do not match the vision and design of the entire game.
I'm serious.
And I would also love to hear Admin's perspective on this, too, with all our plans for changes moving forward.
Edit: Some bad grammar and typos.
Comments
Jokes aside and as someone who's been playing monk since day 1, I agree with everything you've put forward here. Monks are strong, always have been, and a lot of that strength lies in how complex they are and the need to understand how they work to play around them. They should probably be reworked again into something less oppressive without intricate knowledge of mechanics or just outright deleted.
A lot of the problems with warriors was that monks are basically better warriors. And a lot of the limitations of warrior were to distinguish them from monks, which are... imbalanced.
That said, your main arguments for a review seem sound to me. For what my opinion here is worth.
It's pretty exhausting to be called OP and having to defend your 'not really the strongest archetype' at every corner just because I'm playing it optimally.
It's also just been historically difficult to balance with its theme and design in mind. At the end of the day, it really seems like a waste of resources trying to fix something that everyone seems to always, through the history of Lusternia, consider as broken in every iteration.
Some warriors are already multi-hit. Why not make warriors that 1-h have 'maneuvers' like kata has 'forms' right now. All warriors, regardless of 1-h or 2-h, have 'maneuvers' they can do that are two-hit. They also get no kick, which is one of monk's advantages over warrior, which also means 1 less aff. (Aff overload is always people's problem with monk).
I can't speak to balance issues since I haven't played in a while and didn't understand all of Lusternia's classes all that deeply to begin with, but I for one would feel incredibly disappointed if when I came back (which I intend to do relatively soon), I could no longer play something resembling the current iteration of the monk class.
But of all classes, even Monks are the SCANTEST of RP-lore to delete. Like, look at the flavortext for some of these monks. Vague as hell: "You perform <keph/illith language> kick/swing on X!"
And then look at how we made the decision to have a massive event to kill all Guilds. MASSIVE amounts of RP-investment lost. A lot of Knights were extremely tied to their Guild. But we did it because it was for the good of the game.
Is deleting monks for the good of the game, pvp-wise?
If the problem is in counter-play requiring too much skill/knowledge, couldn't that be addressed? I mean, isn't that what ssc has done for afflicting classes, raising the base counter-play skill level (even if you know nothing about Lusternia's affliction system)? Couldn't something similar happen for whatever the monk strategies are (ie, default stance responses being better by default, or whatever is appropriate)?
Personally, I still think deleting the old guilds was unwise... there were solutions to consolidating populations that didn't involve wiping out all the RP history and purpose of them.
SSC is amazing and it has alleviated a large chunk of the barrier of entry into PVP. But there are TONS of tools in there that you can modify and have to code client-side (meaning on MUSH or Mudlet) to completely counter and neuter monks, which I know of because I'm a monk.
BUT SSC CAN'T DO EVERYTHING FOR YOU. What's the point?
If admin wants, I can literally explain all the counterplay to my OP monk tactics but I don't really want to share them because... duh? Goes back to skill floor to fight monks getting higher the better the monk is. There IS counterplay. I'm really just not keen on telling you all of them.
Estarra the Eternal says, "Give Shevat the floor please."
People even expect SSC to auto-diagnose for them (which should solve this cleanse/greenlock drama. And FYI, you can actually CLEANSE out of my locks but SSC just doesn't do that unless you diagnose).
You can actually make SSC diagnose for you, though.
SSC isn't perfect. For example, it doesn't pick up secondary affliction lines. Like internalbleeding will keep tic-ing but SSC won't recognize it. You have to code it in. That's one of the things people hate about Ninjakari right now.
People really just aren't willing to learn how to play with SSC or against monks because it's complicated.
So I'm saying if it's too complicated, let's just delete all of them.
The overhaul was meant to simplify combat. Are monks too complicated for this new status quo?
But how simple are we gonna make combat?
Combat's already mash a damage attack until someone dies.
Yes you can manually stance and parry, and can do so very successfully, but that requires a good gagging and echoing system while still doing a disproportionate amount of study in your enemy's attack cycles compared to what is needed to counter other classes.
Parry and Stance are systems that should never have existed in Lusternia. It is too bad the combat overhaul did not just get rid of it and balance around their absence.
I agree. Fighting a monk is hard.
And the reason I play monk is that you're rewarded for class mastery. That if I know more than you about monk (which is a given since it's my class) AND curing manipulation, it WILL show. And I get how that looks OP.
But if everyone agrees that that's not healthy or fun: we either have to delete them or rework them.
So I guess... Yeah. Just asking for ideas then.
Ideally all classes would be designed such that to kill you can't just overwhelm curing by brute force numbers or rely on people just not making use of defensive options because to really use them sufficiently to matter would require code. Instead you should have to rely on reacting to how the defenses are set up, and defending should be a mix of (less binary, hopefully) running away and targeted hindering/defensive options.
Monks are getting to kills mostly via the latter angle, not necessarily by flat out slamming with brute force (though uh...) but most people just not being capable of really fully using the defensive options available to mitigate them. Many other classes that are seeing success are just going with flat numbers because there just aren't really good defensive options OR enough offensive variation to allow strategic offense outside of volume.
I don't know about deleting monks exactly, but I think the root of the problem is the way the curing mechanics are set up, which creates those two strategies for victory in small combat. Without tackling that, I dunno - might be best to balance all classes around one of the two paradigms and adjust expectations across the board.
Emphasize wounds gating high-impact ice afflictions.
Reduce brute force ice aff quantity. Make ice afflicting more 'stickier' and more intentional.
Reduce parry/stance complexity.
Concrete Suggestions:
2. Rework Wounds system to 5 levels.
To make-up for 2h vs 1h disparity:
Provide a wound building malus to multiple warriors targeting the same person.
BIG QUESTION: WOUNDING RATE
- Proposed SimpleIce Affs: damagedskull, crushedchest, damagedorgans, damagedlimbs
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Warriors retain their attrition playstyle while providing afflictions more consistently yet at a more reasonable and predictable pace than monks.
Monks are currently too fast, too hindering, and overall strong. Warriors are too slow, negligible, and just in a bad spot.
I'm hoping this finds that sweet middle ground.
I highly doubt they'll accept merging or deleting as a solution so instead we should probably put effort to insert more hindering into warriors and remove a bunch of hindering from monks.
As for parry and stancing, parry can easily be kept against warriors since slow build and mainly deciding of of wounds is fairly easy to code and can also be quite easily added to SSC. Stancing should probably be reworked into something else since right now it requires AI level coding to get a stancing system that works against multiple people who developed their own strategies (yes I know most people just copy katas, but plan for the future) and honestly I don't see how they could ever include that in SSC.
Then again, I'm not PvP savvy when it comes to Lusternia so I'm pretty much confused by 99% of this thread. I just saw "Delete Monks" and... instant rage, lol. I finally found a class I love to hunt as! Go away!
(This was after jumping from druid to warrior to bard to mage, back to bard, then to monk. I am SO glad I can make credits in-game. 😂)
Why did I flex it? Who knows!
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